Some ideas about diversifying bags and buffing exploration

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Some ideas about diversifying bags and buffing exploration

Postby Alayah » Sat Oct 21, 2017 11:01 am

Inventory space is a valuable comodity,
that is the reason why there are certain mechanics to manage your inventory like backpacks, robes, travellers sacks credos and of course the option to subscribe to this game which i would definitely recommend if you enjoy the game.
While i like that there are options to manage your inventory i think these options as they are right now are too 1 dimensional in nature. Most of them, with the exception of quivers and belts are just about bringing up the size of general purpose inventory slots.

The devs have been adding a lot of different foragables to find in the world and i appreciate that and also hope this trend will continue because it makes exploring and foraging more enjoyable and more diverse. One issue which is inherent to inventory itself is that its limited. So while the inventory at one hand forces you to think about what you are carrying when you go about every day tasks like baking and crafting or transporting stuff in your village it also limits you in the places you can go while exploring with your limited space.
It has been pointed out several times that your bag fills in seconds while going out foraging. To clarify again, i agree that you should have to manage your inventory and think about what you pick up, but i feel as is it might be a bit too limiting when going out.

I propose adding other purpose specific bags to the game to eleviate this issue. Like bringing back the old seedbags, and adding bags for foragables or even specific types of foragables like mushrooms or berries or flowers. Also possible would be a miners backpack that enables you to transport more ore but you cannot bring as much catgold gems and other stuff from the mine. Next logical step would be gem-bags. I am sure there is many more. In my mind this is a good idea because this basically still forces you to think about the choice of bag you bring. Also this might limit you if you brought the wrong bag making the choice and your inventory management more diverse but also meaningful. This has to be a tradeoff like with quivers. I think it is also important that you maybe have to leave your backpack or other valuable slots if you want to carry such a bag because this way it might limit you if you brought the wrong bag to a certain situation.
Alayah
 
Posts: 43
Joined: Thu Apr 07, 2011 9:02 pm

Re: Some ideas about diversifying bags and buffing explorati

Postby ctopolon3 » Sat Oct 21, 2017 3:10 pm

as option: here could be backpack for chosen profession that gives 3 columns instead 2, but it have another background color, and there u can put only profession assigned items
ctopolon3
 
Posts: 488
Joined: Mon Nov 23, 2015 10:22 am

Re: Some ideas about diversifying bags and buffing explorati

Postby beardhat » Sat Oct 21, 2017 11:58 pm

It would be nice if you could 'bundle' certain foragables.

Like, when starting out and you need to be able to make rope, you need a god awful amount of string, being able to bundle string style items like taproot and nettles to effectively 'stack' them would be nice, even if its limited to the explorer credo or requires a crafted item like a crude spool or something.

And certain foods like blueberries just make little sense, taking up a whole slot.
beardhat
 
Posts: 163
Joined: Sat Jan 24, 2015 9:50 pm

Re: Some ideas about diversifying bags and buffing explorati

Postby ydex » Sun Oct 22, 2017 12:12 am

beardhat wrote:
And certain foods like blueberries just make little sense, taking up a whole slot.


I'd love to be able to pick blueberries into a bucket or handheld wicker basket, yea.
bold
User avatar
ydex
 
Posts: 747
Joined: Mon Apr 11, 2011 4:08 pm

Re: Some ideas about diversifying bags and buffing explorati

Postby itworkss » Tue Oct 31, 2017 5:10 am

I'm sure it's been suggested before, but have you considered switching from a slot based inventory, to a mass/volume based one?

Different bags could hold more volume, much like they do now, and your strength or constitution would allow for higher carry weight. Many games do this.

The UI for the inventory could even grow with the amount you have.

The biggest issue I see for implementing this is that it would be a complete overhaul, each item/class of items would have to be reworked and a reasonable mass/volume figured out.
User avatar
itworkss
 
Posts: 80
Joined: Fri Jan 20, 2012 11:56 pm
Location: USA (GMT -6)

Re: Some ideas about diversifying bags and buffing explorati

Postby MagicManICT » Sat Nov 04, 2017 2:01 am

ctopolon3 wrote:as option: here could be backpack for chosen profession that gives 3 columns instead 2, but it have another background color, and there u can put only profession assigned items


A carpenter's pack that holds only boards, but like 30 of them!
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: Some ideas about diversifying bags and buffing explorati

Postby Granger » Sat Nov 04, 2017 10:13 am

MagicManICT wrote:
ctopolon3 wrote:as option: here could be backpack for chosen profession that gives 3 columns instead 2, but it have another background color, and there u can put only profession assigned items


A carpenter's pack that holds only boards, but like 30 of them!

That's already called a wheelbarrow, I uess.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Google [Bot] and 45 guests